The full, user-facing history of Neurones 3D Engine, grouped by engine domain. The v1.0 milestone is on the roadmap card at the top; v0.9 is the current launch candidate below it.
v1.0Coming soon
the milestone release, already taking shape in the workshop.
On the roadmap
Ultra-frugal video reconstruction: sharper, denser results with the comet-streak fuzz cleaned up, still fully on your own machine
A native macOS build, delivered as a signed .dmg next to the Windows executable
New one-click classifiers for outdoor, facade and infrastructure scenes
GPU-accelerated splat sorting for scenes beyond five million Gaussians
Faster still on very large clouds, with more of the index paged straight off disk
v0.9Launch candidate
one Rust engine that takes you from capture to understanding to deliverable.
Point Cloud engine
Open a 43.5 million point LAS file in about 1.2 seconds with a memory-mapped, parallel reader, colour and intensity intact
Read compressed LAZ at roughly 40 million points per second, including COPC files
Load multi-scan E57 tripod captures with their poses applied and scans merged, plus the panoramic photos embedded inside
Open point-cloud PLY and NumPy NPY files, with any extra columns carried through as colourable fields
Work with files bigger than your RAM: an out-of-core index streams billions of points from disk, so the limit is your disk, not your memory
Reopen any indexed file in about a second, with almost no memory cost, because the index maps straight back in
Build the index for huge files on modest machines, at a bounded memory budget that stays roughly flat however large the file is
Drop several clouds into one scene as layers, each with its own visibility toggle
Colour by RGB, elevation, normals, intensity, classification or any scalar field, with a smooth ramp
Gaussian splatting
Render real 3D Gaussian Splatting natively, from PLY (INRIA) and SPZ (Niantic) files, auto-detected
A full EWA rasterizer with covariance projection, Mip-Splatting anti-aliasing and correctly sorted transparency
Navigate freely: splats re-sort in the background so movement never stutters, and sorting is now several times faster
Turn any ordinary point cloud into photoreal surfels: soft tangent-plane Gaussians that blend into continuous, seamless surfaces at full survey scale
Per-point normals are computed once and cached, so surfels and the normals view come back instantly on reopen
Rendering
Switch between crisp survey points and a continuous, lit, hole-filled surface with a single toggle
Eye-Dome Lighting gives raw points depth and readable silhouettes, the classic point-cloud look
Surface mode adds screen-space ambient occlusion and rim lighting for contact shadows and shape
Thin structures such as powerline wires stay crisp instead of melting into blobs
Oriented surfels tile dense scans into gap-free, matte surfaces without any per-frame sorting
Supersampling from 1x to 4x with contrast-adaptive sharpening for clean edges
Quality presets, Eco, Balanced and Premium, in one click, with integrated GPUs starting in Eco automatically
An occlusion-aware ground grid and a gradient backdrop composited in the same pass
A cinematic fly-in and fade reveal every time a scene loads
Mesh engine
Import textured glTF and GLB models, with base-colour textures, vertex colours and computed normals when missing
Open PLY meshes in binary and ASCII, with quads triangulated and smooth normals filled in when absent
Four shading modes, shaded, albedo, normals and flat, with a view-dependent headlight so form reads from any angle
Turn segmented point clouds into clean planar panels, ready to export
A built-in demo sculpture mesh so you can try the pipeline with no data on hand
BIM and CAD import
Drop an IFC building on the window and see it meshed by a pure-Rust importer, no external kernel and no conversion step
A 100,871 entity building with 3,956 elements meshes in about one second
Real solid modelling: extruded solids, faceted breps, mapped instances and true boolean clipping
Real materials: curtain-wall glass and mullions keep their IFC surface styles, and an architectural palette covers the rest
Files authored in millimetres land at the right size in the scene, every time
Import STEP and STP CAD parts, with exact B-rep tessellated at a size-relative tolerance for crisp curves
Buildings and parts composite in one scene alongside your point clouds and splats
Voxels
Turn any scan into a lit block world in real time, the Minecraft view, using the scan's own colours
Adjust resolution live, up to 2048 cells per axis
Export the voxel grid as glTF (GLB) for game engines and DCC tools
3D reconstruction from video
Drop a phone video on the window and get a colored 3D point cloud back in about fifteen seconds on a warm run
Feed-forward neural reconstruction runs locally on your own GPU, with no upload, no account and no cloud minutes
The model sizes itself to the VRAM you have, and falls back gracefully when acceleration or models are absent
Longer clips, up to around fifteen minutes, stay consistent through windowed gluing
Results come back upright automatically, levelled to gravity from the camera motion
Intelligence and classification
Label an indoor scan into floor, ceiling, wall and furniture in one click, at 91.9% accuracy on held-out data
A powerlines classifier sorts ground, vegetation, wire and pylon for utility corridors
A class legend lets you show, hide and isolate any category
Unsupervised segmentation decomposes any surface into coherent parts with no parameter to tune, plus a border-sharp fine preset
Per-segment analytics and per-segment meshing into clean planar panels
A benchmark-validated normals pipeline (bilateral PCA with gravity-aware orientation), cached for instant reuse
Toolbox: measurement, sections, floor plans, video
Measure point coordinates and 3D, horizontal and vertical distances, with octree-accurate picking under the cursor
Cut 2D floor plans and sections with a rotatable section plane and a live 3D slab preview, panned and zoomed like a CAD station
Export orthoimages up to 8192 px at full point density, as PNG or JPEG
Record a flythrough as you navigate, then replay it through a smoothing spline that keeps your pacing
Bake MP4 video of every render mode, from 720p to 1440p and 24 to 60 fps
Fly with WASD and a cruise-speed wheel, or orbit, pan and dolly
Save the current view as a 2x-resolution image
A gamified first-run tour with auto-completing steps, and three built-in demo scenes
Performance and reliability
60 fps on a 2,000,000,000 point cloud, out of core; a 43.5 million point scene measures about 110 fps at 1600x900
Pure Rust on GPU-native wgpu: no garbage collector, no runtime pauses
Out-of-core by design, so 10-year-old laptops stay interactive on files bigger than their RAM
A VRAM residency pool pages detail in and out, so clouds larger than your GPU never stall
Every optimization is measured against recorded baselines, including splat sorting several times faster and cached normals many times faster this release
A malformed-file torture corpus means corrupt, truncated or adversarial files can no longer crash the app
Crash logging and self-healing when the GPU runs out of memory
Distribution
One self-contained 15 MB Windows executable, no installer and no dependencies
A macOS build pipeline is ready
The free tier is the whole viewer and every in-app process, forever, with no trial clock and no account
Pro unlocks everything that writes results out: PLY and glTF exports, MP4 flythroughs and high-fidelity orthoimages
Pro is an offline, signed key validated on your own machine, with no server and no subscription, usable on any machine
One key covers every version released during its window